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team-audio团队音频

Agent Skill

用于辅助音频、音乐、语音转写、语音合成或声音素材处理。它适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。使用时需要确认输入音频来源、输出格式、时长和模型限制;涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。

总安装

1,004

周安装

41

GitHub Stars

16,571

下载量

325
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:team-audio(团队音频)
来源仓库:https://github.com/donchitos/claude-code-game-studios
仓库路径:skills/team-audio
安装命令:
npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-audio
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-audio

简介

用于辅助音频处理和语音相关任务。team-audio 属于开发类 Skill,可作为该场景下的辅助能力补充。

  • 适合生成配乐说明、调用语音工具或处理播客素材。
  • 使用时需确认输入来源、输出格式和模型限制。
  • 涉及人声克隆或版权音乐时应核对授权边界。
  • 注意合规性和公开发布的相关要求。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

If no argument is provided, output usage guidance and exit without spawning any agents:

Usage: /team-audio [feature or area] — specify the feature or area to design audio for (e.g., combat, main menu, forest biome, boss encounter). Do not use AskUserQuestion here; output the guidance directly.

When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.

Decision Points: At each step transition, use AskUserQuestion to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next step.

  1. Read the argument for the target feature or area (e.g., combat, main menu, forest biome, boss encounter).
  2. Gather context:

- Read relevant design docs in design/gdd/ for the feature - Read the sound bible at design/gdd/sound-bible.md if it exists - Read existing audio asset lists in assets/audio/ - Read any existing sound design docs for this area

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: audio-director — Sonic identity, emotional tone, audio palette
  • subagent_type: sound-designer — SFX specifications, audio events, mixing groups
  • subagent_type: technical-artist — Audio middleware, bus structure, memory budgets
  • subagent_type: [primary engine specialist] — Validate audio integration patterns for the engine
  • subagent_type: gameplay-programmer — Audio manager, gameplay triggers, adaptive music

Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).

  1. Orchestrate the audio team in sequence:

Step 1: Audio Direction (audio-director)

Spawn the audio-director agent to:

  • Define the sonic identity for this feature/area
  • Specify the emotional tone and audio palette
  • Set music direction (adaptive layers, stems, transitions)
  • Define audio priorities and mix targets
  • Establish any adaptive audio rules (combat intensity, exploration, tension)

Step 2: Sound Design and Audio Accessibility (parallel)

Spawn the sound-designer agent to:

  • Create detailed SFX specifications for every audio event
  • Define sound categories (ambient, UI, gameplay, music, dialogue)
  • Specify per-sound parameters (volume range, pitch variation, attenuation)
  • Plan audio event list with trigger conditions
  • Define mixing groups and ducking rules

Spawn the accessibility-specialist agent in parallel to:

  • Identify which audio events carry critical gameplay information (damage received, enemy nearby, objective complete) and require visual alternatives for hearing-impaired players
  • Specify subtitle requirements: which audio events need captions, what text format, on-screen duration
  • Check that no gameplay state is communicated by audio alone (all must have a visual fallback)
  • Review the audio event list for any that could cause issues for players with auditory sensitivities (high-frequency alerts, sudden loud events)
  • Output: audio accessibility requirements list integrated into the audio event spec

Step 3: Technical Implementation (parallel)

Spawn the technical-artist agent to:

  • Design the audio middleware integration (Wwise/FMOD/native)
  • Define audio bus structure and routing
  • Specify memory budgets for audio assets per platform
  • Plan streaming vs preloaded asset strategy
  • Design any audio-reactive visual effects

Spawn the primary engine specialist in parallel (from .claude/docs/technical-preferences.md Engine Specialists) to validate the integration approach:

  • Is the proposed audio middleware integration idiomatic for the engine? (e.g., Godot's built-in AudioStreamPlayer vs FMOD, Unity's Audio Mixer vs Wwise, Unreal's MetaSounds vs FMOD)
  • Any engine-specific audio node/component patterns that should be used?
  • Known audio system changes in the pinned engine version that affect the integration plan?
  • Output: engine audio integration notes to merge with the technical-artist's plan

If no engine is configured, skip the specialist spawn.

Step 4: Code Integration (gameplay-programmer)

Spawn the gameplay-programmer agent to:

  • Implement audio manager system or review existing
  • Wire up audio events to gameplay triggers
  • Implement adaptive music system (if specified)
  • Set up audio occlusion/reverb zones
  • Write unit tests for audio event triggers
  1. Compile the audio design document combining all team outputs.
  2. Save to design/gdd/audio-[feature].md.
  3. Output a summary with: audio event count, estimated asset count, implementation tasks, and any open questions between team members.

Verdict: COMPLETE — audio design document produced and team pipeline finished.

If the pipeline stops because a dependency is unresolved (e.g., critical accessibility gap or missing GDD not resolved by the user):

Verdict: BLOCKED — [reason]

File Write Protocol

All file writes (audio design docs, SFX specs, implementation files) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.

Next Steps

  • Review the audio design doc with the audio-director before implementation begins.
  • Use /dev-story to implement the audio manager and event system once the design is approved.
  • Run /asset-audit after audio assets are created to verify naming and format compliance.

Error Recovery Protocol

If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:

  1. Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
  2. Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
  3. Offer options via AskUserQuestion with choices:

- Skip this agent and note the gap in the final report - Retry with narrower scope - Stop here and resolve the blocker first

  1. Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.

Common blockers:

  • Input file missing (story not found, GDD absent) → redirect to the skill that creates it
  • ADR status is Proposed → do not implement; run /architecture-decision first
  • Scope too large → split into two stories via /create-stories
  • Conflicting instructions between ADR and story → surface the conflict, do not guess

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.85%
按下载量换算113

Claude

29.28%
按下载量换算95

Cursor

19.69%
按下载量换算64

Gemini CLI

9.18%
按下载量换算30

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-audio 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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